| Tactics
in ‘Red Warriors’
Scenario #4:
Across the Vazuza
Part 1: 0930 – 1000
By Doug McNair
October 2006
Red
God of War is one of my favorite games.
So, when it came time to do a Panzer Grenadier
scenario book on the Operation Mars campaign,
I took up the project with gusto. “Zooming
in” to the tactical level, we find that
the same issues confronting the German and
Soviet players in Red God also figure
prominently in Red
Warriors. The Soviets are attacking
with massive numerical superiority in both
armor and infantry, but German unit toughness
and command quality are often more than a
match for the Soviets. So, the Soviet player
will have to plan and coordinate his attacks
very carefully.
One scenario that illustrates these issues
well is Scenario #4: “Across the Vazuza.”
In it, the Soviet 326th Rifle Division and
25th Tank Brigade kick off Day 1 of the Mars
Campaign by attacking the German 195th Infantry
Division on the eastern flank of the “Rzhev
Bulge.” The scenario is played on boards
6, 3 and 9, set up vertically left to right.
The Germans start the game entrenched and
dug-in near the town of Vaselki (the small
town in the center of the board). The Soviets
enter the north board edge, with their penal
units in the lead.
Soviet objectives in this scenario are:
- Control all town hexes at the end of
the game.
- Eliminate at least 16 German steps.
- Lose no more than 20 Soviet steps.
- Exit at least 25 Soviet steps off the
south board edge.
In all cases, tank steps count double, and
wagon and Penal units don’t count.
The Soviets win a Major Victory if they achieve
any three of their objectives, and a Minor
Victory if they achieve two of them. The Germans
win a Minor Victory if the Soviets achieve
only one of their objectives, and a Major
Victory if they achieve none of them.
The factors favoring each side in this scenario
are as follows:
Soviet Advantages
Armor: The Soviet player goes into
battle with two KV-1 tank platoons, three
T34 tank platoons and four T60 light tank
platoons. On the other hand, the Germans have
only one platoon of StuGIIIGs. This 7:1 armor
advantage nicely complements the 3:2 Soviet
infantry advantage, and fire support from
the tanks will be of tremendous help when
the Soviet infantry storms the German trenches.
Artillery: The Soviets also have a
3:2 advantage in offboard artillery, plus
three BM-13 on-board rocket artillery platoons.
Each BM-13 platoon has a bombardment strength
of 20, and while this early version of rocket
artillery isn’t very accurate, it can
provide a powerful punch against entrenched
Germans.
Time and Intelligence: The Soviets
have 26 turns to achieve their objectives,
meaning they can afford to hang back and let
their artillery pound the Germans for a while
before going in and assaulting them. In addition,
Soviet Razvedka (“Reconnaissance/Intelligence”)
units have a good chance of spotting hidden
German positions before game-start. This means
that Soviet artillery can start hitting German
AT gun positions right away, even if they’re
in limiting terrain. Taking out German AT
guns early is essential if the Soviet player
wants his tanks to support his infantry in
close combat.
German Advantages
Leadership and Morale: The superior
unit toughness of the Germans in Red God
translates to higher morale and leadership
bonuses for the Germans in Panzer Grenadier.
German unit morale is 8 while Soviet
unit morale is 7, and that all by itself will
give the Soviets nightmares when assaulting
the Germans. Higher morale gives units a +1
column shift in assault combat, and with the
added bonuses for being dug-in or entrenched,
the Soviets will be wise to avoid storming
anything that hasn’t already been disrupted
or demoralized by Soviet artillery and tank
fire.
In addition, German leaders have a higher
average morale than their Soviet counterparts,
and almost all German leaders give combat
or morale bonuses (often both), while only
half of Soviet leaders do. This gives the
Germans a good chance of withstanding Soviet
bombardment, and will let them form large
fire teams for opportunity fire on incoming
Soviet infantry.
Fire Range: All German units have
a longer fire range than similar Soviet units.
This is especially important in the case of
German armor and anti-tank guns. The German
StugIIIGs and the 75mm and 50mm anti-tank
guns all have AT ranges of 8, while no Soviet
tank has a range of more than 5. German AT
fire will be devastating as the Soviet tanks
approach — all the more so because there’s
deep snow on the battlefield and the tanks
will be slowed. If the Soviets aren’t
careful to take out the German AT guns with
artillery before putting their tanks in harm’s
way, Soviet armor may evaporate quickly.
Entrenchments: The Germans get to
start the battle with six entrenchment markers
on the board, and units in another five hexes
may begin dug-in. This means that the Germans
can plug all the gaps in the board’s
natural forest defenses with entrenched units.
And since entrenched units get a –2
defensive column shift bonus against enemy
fire (just like units in towns), the Soviet
player will have a very hard time getting
past forward German trenches to reach their
objectives.
Game Summary
Here begins an extended game summary that
illustrates the points above:
Setup: The Germans establish a forward
defensive perimeter north of the road and
across the width of the board. They entrench
heavy machinegun and weapon platoons behind
dug-in infantry. They do this in hopes of
hitting the Soviets hard as soon as they enter,
rather than letting them hang back and pound
the German positions with artillery.
The Germans keep their StugIIIG tank platoon
farther south on the road, so that it can
quick-move laterally to stop any Soviet advances
while hitting Soviet armor from afar. The
heaviest German AT gun, the 75mm, is also
placed on the road, guarding the German right
flank on the eastern edge of the woods on
Board 9. The German mortars and some reserve
infantry go in the town of Valseki.
Soviet Razvedka only spots one of the German
reserve infantry stacks in town — not
any of the forward, entrenched anti-tank gun
positions in the woods. Not a good omen for
the Soviets. . . .
Turn 1 — 0930 Hours
The Germans win initiative by one, so they
wait for the Soviets to enter. Per scenario
instructions, only the penal units enter on
Turn 1. Two penal units start by entering
four hexes east of the river on Board 3. They
head for the relatively isolated fire team
there, whose Lieutenant has a combat bonus
but no morale bonus. Both penal units take
opportunity fire but make their morale checks.
German offboard artillery replies and demoralizes
both of them.
Then another two penal units enter four hexes
from the west board edge and head for the
units on the extreme German left flank. Long-range
German fire disrupts one of them and demoralizes
the other. German artillery holds its fire,
and then the last two penal units enter the
board, right behind the just-entered units
on the German left flank. No German units
that haven’t fired are in range to use
opportunity fire on them, so German offboard
artillery hits them but has no effect. The
Germans pass, and the turn ends.
0945 Hours
The Soviets win initiative by two activations,
so they start by bringing in a captain, a
lieutenant, four infantry and two HMG platoons
just west of the central river on Board 3,
heading straight for the 50mm AT gun position
in the woods north of the road. Their aim
is to get within spotting range of it so they
can call in artillery strikes and destroy
it.
All the units make it onto the board in good-order
with no effect from opportunity fire. Then
the Soviet artillery goes in, but all units
in the target hex make their morale check.
German offboard artillery replies and hits
the Soviet captain’s hex, disrupting
one of his INF units. Then the rest of the
Soviet artillery hits the dug-in infantry
east of the river, disrupting one of them.
The Germans pass to see what the Soviets
do next, and that turns out to be a human
wave just east of the river. Opportunity fire
from the German fire team there is ineffective
as six Soviet leaders, 17 INF and four HMGs
paint the board red. The remaining German
offboard artillery hits the hex containing
the Major leading the charge. The major comes
through it OK, but the INF with him gets demoralized.
Six more Soviet infantry enter Board 9 east
of the woods, backed by two HMGs. Long-range
fire from a German infantry gun on the road
to the south is ineffective. The Soviets advance
with their penal units on the German left
flank, one of which is demoralized by opportunity
fire. The StugIIIG tank platoon moves east
through the town, across the bridge and up
behind the fire team that’s about to
get overwhelmed by Russians. The demoralized
penal units that just got swept up in the
human wave fail to recover and flee east toward
the woods, and then the German INF reserve
in town moves east to secure the bridge.
The disrupted penal unit near the German
left flank advances, and its demoralized compatriot
fails to recover and flees. Two German platoons
in the woods east of the human wave start
bushwhacking it west, and the Soviets pass.
The turn then ends on a Fog of War roll.
326th Rifle Division has joined battle, but
where is 25th Tank Brigade? And where is the
vaunted Soviet rocket artillery? Tune in next
time and find out!
Red
Warriors is available right now! Click
here to order it. |